while I am at resurrecting an old thread... might as well add why I want this mod.
Science is OP in civ games. It's alright because it is OP in real life as well. However, I don't think it's right for the game. Here's an article by somebody else that states my idea better than I can.
http://strabogaming.com/?p=164
There is an in-game mechanic (see below) to prevent a large disparity in tech. Also, espionage and trading does some of this. However, all of these are not enough to my taste. Esp trade routes become pretty much irrelevant to science past classical era as many have pointed out already.
Bottom line - I want to ensure having tech advantage is still worthwhile, but not to an extent that it is either hit or miss.
For example, I want to prevent a situation where deity AI Civs reach industrial age before Anno Domini and pump out rifleman to kill my swordsman. Instead, maybe like, I have enough tech to get pikeman/longswordsman without having to put science ahead of everything else. This also applies vice versa when I am playing on Prince difficulty where I am the only civ in industrial age when everybody else is in medieval age.
Hence, I tried to find a mod or create one that does
1. Adjust the formula for tech diffusion
Right now, the formula is (according to
http://forums.civfanatics.com/showthread.php?t=389702&page=5)
"reduction in cost" = 0.3 * ("# of civs met and have tech" / "# of all civs")
So... even when all civs have a certain tech and you've met all of them... the discount is less than 30%. I am wondering if there's a way to alter this to maybe 80%. This allows technologically challenged civs to catch up nicely.
Or
2. Make it more challenging to research a brand new tech
This discourages beeline teching and also makes the game more realistic. For instance, if nobody has rifling, make the research cost double or even triple. This ensures that no one civ gets ridiculously advanced alone.
Or
3. Make beakers deviate less between players that have met.
Probably the most effective way. Basically, the problem with science in civ 5 is that things can go out of order easily. For instance, one civ can be producing 250 beakers while another produces 50. We can use some fancy formula to bring these to closer values.
Or
4. Prevent civs from advancing to the next era unless all met civs have reached that era.
It's a little stupid way. To prevent science going to waste for those more technologically advanced, it could be converted into gold, maybe. This also ensures better endgame where players run out of tech to research. Also, it allows players to spend ample time in each era.
Or combination of above mechanics like 1 and 2. Anyways, this Tech Diffusion mod does pretty much what I want, so hope someone can help me get this working!